OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Normalized Cuts and Image Segmentation
IEEE Transactions on Pattern Analysis and Machine Intelligence
GI '04 Proceedings of the 2004 Graphics Interface Conference
A Generic and Scalable Pipeline for GPU Tetrahedral Grid Rendering
IEEE Transactions on Visualization and Computer Graphics
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Advanced illumination techniques for GPU volume raycasting
ACM SIGGRAPH ASIA 2008 courses
Data-parallel rasterization of micropolygons with defocus and motion blur
Proceedings of the Conference on High Performance Graphics 2009
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
High-performance software rasterization on GPUs
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
VoxelPipe: a programmable pipeline for 3D voxelization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
An architecture for interactive tetrahedral volume rendering
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
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Many inherently deformable structures, such as human anatomy, are often represented using a regular volumetric discretization, e.g., in medical imaging. While deformation algorithms employ discretizations that deform themselves along with the material, visualization algorithms are optimized for regular undeformed discretizations. In this paper, we propose a method to transform highresolution volume data embedded in a deformable tetrahedral mesh. We cast volume deformation as a problem of tetrahedral rasterization with 3D texture mapping. Then, the core of our solution to volume data deformation is a very fast algorithm for tetrahedral rasterization. We perform rasterization as a massively parallel operation on target voxels, and we minimize the number of voxels to be handled using a multi-resolution culling approach. Our method allows the deformation of volume data with over 20 million voxels at interactive rates.